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    Class ScrollBarClamp

    Inheritance
    object
    ScrollBarClamp
    Implements
    IPrebuildSetup
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: Global Namespace
    Assembly: UnityEngine.UI.Tests.dll
    Syntax
    public class ScrollBarClamp : IPrebuildSetup

    Methods

    OneTimeTearDown()

    Declaration
    [OneTimeTearDown]
    public void OneTimeTearDown()

    Scrollbar_clamp()

    Declaration
    [Test]
    public void Scrollbar_clamp()

    Setup()

    Implement this method to call actions automatically before the build process.

    Declaration
    public void Setup()
    Examples
      [TestFixture]
                            public class CreateSpriteTest : IPrebuildSetup
                            {
                                Texture2D m_Texture;
                                Sprite m_Sprite;
    
                                public void Setup()
                                {
                                    #if UNITY_EDITOR
                                    var spritePath = "Assets/Resources/Circle.png";
    
                                    var ti = UnityEditor.AssetImporter.GetAtPath(spritePath) as UnityEditor.TextureImporter;
    
                                    ti.textureCompression = UnityEditor.TextureImporterCompression.Uncompressed;
    
                                    ti.SaveAndReimport();
                                    #endif
                                }
    
                                [SetUp]
                                public void SetUpTest()
                                {
                                    m_Texture = Resources.Load<Texture2D>("Circle");
                                }
    
                                [Test]
                                public void WhenNullTextureIsPassed_CreateShouldReturnNullSprite()
                                {
                                    // Check with Valid Texture.
    
                                    LogAssert.Expect(LogType.Log, "Circle Sprite Created");
    
                                    Sprite.Create(m_Texture, new Rect(0, 0, m_Texture.width, m_Texture.height), new Vector2(0.5f, 0.5f));
    
                                    Debug.Log("Circle Sprite Created");
    
                                    // Check with NULL Texture. Should return NULL Sprite.
                                    m_Sprite = Sprite.Create(null, new Rect(0, 0, m_Texture.width, m_Texture.height), new Vector2(0.5f, 0.5f));
    
                                    Assert.That(m_Sprite, Is.Null, "Sprite created with null texture should be null");
                                }
                            }
    
     > **Tip**: Use `#if UNITY_EDITOR` if you want to access Editor only APIs, but the setup/cleanup is inside a **Play Mode** assembly.
    

    TearDown()

    Declaration
    [TearDown]
    public void TearDown()

    TestSetup()

    Declaration
    [SetUp]
    public void TestSetup()

    Implements

    UnityEngine.TestTools.IPrebuildSetup
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